/*
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 *
 * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include "Common.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Opcodes.h"
#include "Log.h"
#include "Corpse.h"
#include "Player.h"
#include "Vehicle.h"
#include "SpellAuras.h"
#include "MapManager.h"
#include "Transports.h"
#include "BattleGround.h"
#include "WaypointMovementGenerator.h"
#include "InstanceSaveMgr.h"
#include "ObjectMgr.h"

void WorldSession::HandleMoveWorldportAckOpcode( WorldPacket & /*recv_data*/ )
{
    sLog.outDebug( "WORLD: got MSG_MOVE_WORLDPORT_ACK." );
    HandleMoveWorldportAckOpcode();
}

void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if(!GetPlayer()->IsBeingTeleportedFar())
        return;

    // get the teleport destination
    WorldLocation &loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if(!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation))
    {
        LogoutPlayer(false);
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid);
    InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(loc.mapid);

    // reset instance validity, except if going to an instance inside an instance
    if(GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    GetPlayer()->SetSemaphoreTeleportFar(false);

    Map * oldMap = GetPlayer()->GetMap();
    assert(oldMap);
    if(GetPlayer()->IsInWorld())
    {
        sLog.outCrash("Player is still in world when teleported out of map %u! to new map %u", oldMap->GetId(), loc.mapid);
        oldMap->Remove(GetPlayer(), false);
    }

    // relocate the player to the teleport destination
    Map * newMap = MapManager::Instance().CreateMap(loc.mapid, GetPlayer(), 0);
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if (!newMap || !newMap->CanEnter(GetPlayer()))
    {
        sLog.outError("Map %d could not be created for player %d, porting player to homebind", loc.mapid, GetPlayer()->GetGUIDLow());
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }
    else
        GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);

    GetPlayer()->ResetMap();
    GetPlayer()->SetMap(newMap);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    if(!GetPlayer()->GetMap()->Add(GetPlayer()))
    {
        sLog.outError("WORLD: failed to teleport player %s (%d) to map %d because of unknown reason!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid);
        GetPlayer()->ResetMap();
        GetPlayer()->SetMap(oldMap);
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }

    // battleground state prepare (in case join to BG), at relogin/tele player not invited
    // only add to bg group and object, if the player was invited (else he entered through command)
    if(_player->InBattleGround())
    {
        // cleanup setting if outdated
        if(!mEntry->IsBattleGroundOrArena())
        {
            // We're not in BG
            _player->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE);
            // reset destination bg team
            _player->SetBGTeam(0);
        }
        // join to bg case
        else if(BattleGround *bg = _player->GetBattleGround())
        {
            if(_player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
                bg->AddPlayer(_player);
        }
    }

    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
    {
        if(!_player->InBattleGround())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->m_taxi.ClearTaxiDestinations();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if( mEntry->IsDungeon() )
        {
            GetPlayer()->ResurrectPlayer(0.5f,false);
            GetPlayer()->SpawnCorpseBones();
            GetPlayer()->SaveToDB();
        }
    }

    if((mEntry->IsRaid() || (mEntry->IsNonRaidDungeon() && mEntry->SupportsHeroicMode() && GetPlayer()->IsHeroic())) && mInstance)
    {
        uint32 timeleft = sInstanceSaveManager.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL);
        GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), GetPlayer()->GetDifficulty(), timeleft);
    }

    // mount allow check
    if(!mEntry->IsMountAllowed())
        _player->RemoveAurasByType(SPELL_AURA_MOUNTED);

    // honorless target
    if(GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), SPELL_ID_HONORLESS_TARGET, true);

    // resummon pet
    GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();

    //lets process all delayed operations on successful teleport
    GetPlayer()->ProcessDelayedOperations();
}

void WorldSession::HandleMoveTeleportAck(WorldPacket& recv_data)
{
    CHECK_PACKET_SIZE(recv_data, 8+4+4);

    sLog.outDebug("MSG_MOVE_TELEPORT_ACK");
    uint64 guid;
    uint32 flags, time;

    recv_data >> guid;
    recv_data >> flags >> time;
    DEBUG_LOG("Guid " UI64FMTD, guid);
    DEBUG_LOG("Flags %u, time %u", flags, time/IN_MILISECONDS);

    Unit *mover = _player->m_mover;
    Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL;

    if(!plMover || !plMover->IsBeingTeleportedNear())
        return;

    if(guid != plMover->GetGUID())
        return;

    plMover->SetSemaphoreTeleportNear(false);

    uint32 old_zone = plMover->GetZoneId();

    WorldLocation const& dest = plMover->GetTeleportDest();

    plMover->SetPosition(dest.coord_x, dest.coord_y, dest.coord_z, dest.orientation, true);

    uint32 newzone, newarea;
    plMover->GetZoneAndAreaId(newzone, newarea);
    plMover->UpdateZone(newzone, newarea);

    // new zone
    if(old_zone != newzone)
    {
        // honorless target
        if(plMover->pvpInfo.inHostileArea)
            plMover->CastSpell(plMover, SPELL_ID_HONORLESS_TARGET, true);
    }

    // resummon pet
    GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();

    //lets process all delayed operations on successful teleport
    GetPlayer()->ProcessDelayedOperations();
}

void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
{
    uint32 opcode = recv_data.GetOpcode();
    //sLog.outDebug("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(opcode), opcode, opcode);

    Unit *mover = _player->m_mover;
    Player *plMover = mover->GetTypeId()==TYPEID_PLAYER ? (Player*)mover : NULL;

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if(plMover && plMover->IsBeingTeleported())
        return;

    /* extract packet */
    MovementInfo movementInfo;
    ReadMovementInfo(recv_data, &movementInfo);
    /*----------------*/

    if(recv_data.size() != recv_data.rpos())
    {
        sLog.outError("MovementHandler: player %s (guid %d, account %u) sent a packet (opcode %u) that is " SIZEFMTD " bytes larger than it should be. Kicked as cheater.", _player->GetName(), _player->GetGUIDLow(), _player->GetSession()->GetAccountId(), recv_data.GetOpcode(), recv_data.size() - recv_data.rpos());
        KickPlayer();
        return;
    }

    if (!Trinity::IsValidMapCoord(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o))
        return;

    /* handle special cases */
    if (movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT)
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if( movementInfo.t_x > 50 || movementInfo.t_y > 50 || movementInfo.t_z > 50 )
            return;

        if( !MaNGOS::IsValidMapCoord(movementInfo.x+movementInfo.t_x, movementInfo.y + movementInfo.t_y,
            movementInfo.z + movementInfo.t_z, movementInfo.o + movementInfo.t_o) )
            return;

        // if we boarded a transport, add us to it
        if (plMover && !plMover->m_transport)
        {
            // elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
            for (MapManager::TransportSet::const_iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
            {
                if ((*iter)->GetGUID() == movementInfo.t_guid)
                {
                    plMover->m_transport = (*iter);
                    (*iter)->AddPassenger(plMover);
                    break;
                }
            }
        }

        if(!mover->GetTransport() && !mover->m_Vehicle)
            movementInfo.flags &= ~MOVEMENTFLAG_ONTRANSPORT;
    }
    else if (plMover && plMover->m_transport)               // if we were on a transport, leave
    {
        plMover->m_transport->RemovePassenger(plMover);
        plMover->m_transport = NULL;
        movementInfo.t_x = 0.0f;
        movementInfo.t_y = 0.0f;
        movementInfo.t_z = 0.0f;
        movementInfo.t_o = 0.0f;
        movementInfo.t_time = 0;
        movementInfo.t_seat = -1;
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plMover && !plMover->isInFlight())
        plMover->HandleFall(movementInfo);

    if (plMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plMover->SetInWater( !plMover->IsInWater() || plMover->GetBaseMap()->IsUnderWater(movementInfo.x, movementInfo.y, movementInfo.z) );
    }

    /*----------------------*/

    /* process position-change */
    recv_data.put<uint32>(6, getMSTime());                  // fix time, offset flags(4) + unk(2)
    WorldPacket data(recv_data.GetOpcode(), (mover->GetPackGUID().size()+recv_data.size()));
    data.append(mover->GetPackGUID());                      // use mover guid
    data.append(recv_data.contents(), recv_data.size());
    GetPlayer()->SendMessageToSet(&data, false);

    mover->m_movementInfo = movementInfo;

    if(mover->m_Vehicle)
    {
        mover->SetOrientation(movementInfo.o);
        return;
    }

    if(plMover)                                             // nothing is charmed, or player charmed
    {
        plMover->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
        plMover->UpdateFallInformationIfNeed(movementInfo, recv_data.GetOpcode());

        if(movementInfo.z < -500.0f)
        {
            if(plMover->InBattleGround()
                && plMover->GetBattleGround()
                && plMover->GetBattleGround()->HandlePlayerUnderMap(_player))
            {
                // do nothing, the handle already did if returned true
            }
            else
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                // TODO: discard movement packets after the player is rooted
                if(plMover->isAlive())
                {
                    plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
                    // pl can be alive if GM/etc
                    if(!plMover->isAlive())
                    {
                        // change the death state to CORPSE to prevent the death timer from
                        // starting in the next player update
                        plMover->KillPlayer();
                        plMover->BuildPlayerRepop();
                    }
                }

                // cancel the death timer here if started
                plMover->RepopAtGraveyard();
            }
        }
    }
    else                                                    // creature charmed
    {
        mover->GetMap()->CreatureRelocation((Creature*)mover, movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);

        /*if(mover->canFly())
        {
            bool flying = mover->IsFlying();
            if(flying != ((mover->GetByteValue(UNIT_FIELD_BYTES_1, 3) & 0x02) ? true : false))
                mover->SetFlying(flying);
        }*/
    }

    //sLog.outString("Receive Movement Packet %s:", opcodeTable[recv_data.GetOpcode()]);
    //mover->OutMovementInfo();
}

void WorldSession::HandleForceSpeedChangeAck(WorldPacket &recv_data)
{
    //sLog.outDebug("WORLD: Recvd %s (%u, 0x%X) opcode", LookupOpcodeName(recv_data.GetOpcode()), recv_data.GetOpcode(), recv_data.GetOpcode());

    CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+8+4);

    /* extract packet */
    uint64 guid;
    uint32 unk1;
    float  newspeed;

    recv_data >> guid;

    // now can skip not our packet
    if(_player->GetGUID() != guid)
        return;

    // continue parse packet

    recv_data >> unk1;                                      // counter or moveEvent

    MovementInfo movementInfo;
    ReadMovementInfo(recv_data, &movementInfo);

    // recheck
    CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+4);

    recv_data >> newspeed;
    /*----------------*/

    // client ACK send one packet for mounted/run case and need skip all except last from its
    // in other cases anti-cheat check can be fail in false case
    UnitMoveType move_type;
    UnitMoveType force_move_type;

    static char const* move_type_name[MAX_MOVE_TYPE] = {  "Walk", "Run", "RunBack", "Swim", "SwimBack", "TurnRate", "Flight", "FlightBack", "PitchRate" };

    uint16 opcode = recv_data.GetOpcode();
    switch(opcode)
    {
        case CMSG_FORCE_WALK_SPEED_CHANGE_ACK:          move_type = MOVE_WALK;          force_move_type = MOVE_WALK;        break;
        case CMSG_FORCE_RUN_SPEED_CHANGE_ACK:           move_type = MOVE_RUN;           force_move_type = MOVE_RUN;         break;
        case CMSG_FORCE_RUN_BACK_SPEED_CHANGE_ACK:      move_type = MOVE_RUN_BACK;      force_move_type = MOVE_RUN_BACK;    break;
        case CMSG_FORCE_SWIM_SPEED_CHANGE_ACK:          move_type = MOVE_SWIM;          force_move_type = MOVE_SWIM;        break;
        case CMSG_FORCE_SWIM_BACK_SPEED_CHANGE_ACK:     move_type = MOVE_SWIM_BACK;     force_move_type = MOVE_SWIM_BACK;   break;
        case CMSG_FORCE_TURN_RATE_CHANGE_ACK:           move_type = MOVE_TURN_RATE;     force_move_type = MOVE_TURN_RATE;   break;
        case CMSG_FORCE_FLIGHT_SPEED_CHANGE_ACK:        move_type = MOVE_FLIGHT;        force_move_type = MOVE_FLIGHT;      break;
        case CMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE_ACK:   move_type = MOVE_FLIGHT_BACK;   force_move_type = MOVE_FLIGHT_BACK; break;
        case CMSG_FORCE_PITCH_RATE_CHANGE_ACK:          move_type = MOVE_PITCH_RATE;    force_move_type = MOVE_PITCH_RATE;  break;
        default:
            sLog.outError("WorldSession::HandleForceSpeedChangeAck: Unknown move type opcode: %u", opcode);
            return;
    }

    // skip all forced speed changes except last and unexpected
    // in run/mounted case used one ACK and it must be skipped.m_forced_speed_changes[MOVE_RUN} store both.
    if(_player->m_forced_speed_changes[force_move_type] > 0)
    {
        --_player->m_forced_speed_changes[force_move_type];
        if(_player->m_forced_speed_changes[force_move_type] > 0)
            return;
    }

    if (!_player->GetTransport() && fabs(_player->GetSpeed(move_type) - newspeed) > 0.01f)
    {
        if(_player->GetSpeed(move_type) > newspeed)         // must be greater - just correct
        {
            sLog.outError("%sSpeedChange player %s is NOT correct (must be %f instead %f), force set to correct value",
                move_type_name[move_type], _player->GetName(), _player->GetSpeed(move_type), newspeed);
            _player->SetSpeed(move_type,_player->GetSpeedRate(move_type),true);
        }
        else                                                // must be lesser - cheating
        {
            sLog.outBasic("Player %s from account id %u kicked for incorrect speed (must be %f instead %f)",
                _player->GetName(),_player->GetSession()->GetAccountId(),_player->GetSpeed(move_type), newspeed);
            _player->GetSession()->KickPlayer();
        }
    }
}

void WorldSession::HandleSetActiveMoverOpcode(WorldPacket &recv_data)
{
    sLog.outDebug("WORLD: Recvd CMSG_SET_ACTIVE_MOVER");

    CHECK_PACKET_SIZE(recv_data, 8);

    uint64 guid;
    recv_data >> guid;

    if(guid == GetPlayer()->m_mover->GetGUID())
        return;

    if(Unit *mover = ObjectAccessor::GetUnit(*GetPlayer(), guid))
        GetPlayer()->SetMover(mover);
    else
    {
        sLog.outError("HandleSetActiveMoverOpcode: incorrect mover guid: mover is " I64FMT " and should be " I64FMT, guid, _player->m_mover->GetGUID());
        GetPlayer()->SetMover(GetPlayer());        
    }
}

void WorldSession::HandleMoveNotActiveMover(WorldPacket &recv_data)
{
    sLog.outDebug("WORLD: Recvd CMSG_MOVE_NOT_ACTIVE_MOVER");

    CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+8);

    uint64 old_mover_guid;
    recv_data >> old_mover_guid;

    /*if(_player->m_mover->GetGUID() == old_mover_guid)
    {
        sLog.outError("HandleMoveNotActiveMover: incorrect mover guid: mover is " I64FMT " and should be " I64FMT " instead of " I64FMT, _player->m_mover->GetGUID(), _player->GetGUID(), old_mover_guid);
        return;
    }*/

    ReadMovementInfo(recv_data, &_player->m_mover->m_movementInfo);
}

void WorldSession::HandleDismissControlledVehicle(WorldPacket &recv_data)
{
    sLog.outDebug("WORLD: Recvd CMSG_DISMISS_CONTROLLED_VEHICLE");
    recv_data.hexlike();

    uint64 vehicleGUID = _player->GetCharmGUID();

    if(!vehicleGUID)                                        // something wrong here...
        return;

    ReadMovementInfo(recv_data, &_player->m_mover->m_movementInfo);
    _player->ExitVehicle();
}

void WorldSession::HandleChangeSeatsOnControlledVehicle(WorldPacket &recv_data)
{
    sLog.outDebug("WORLD: Recvd CMSG_CHANGE_SEATS_ON_CONTROLLED_VEHICLE");
    recv_data.hexlike();

    if(!GetPlayer()->m_Vehicle)
        return;

    if(recv_data.GetOpcode() == CMSG_REQUEST_VEHICLE_PREV_SEAT)
    {
        GetPlayer()->ChangeSeat(-1, false);
        return;
    }
    else if(recv_data.GetOpcode() == CMSG_REQUEST_VEHICLE_NEXT_SEAT)
    {
        GetPlayer()->ChangeSeat(-1, true);
        return;
    }
    else if(recv_data.GetOpcode() == CMSG_CHANGE_SEATS_ON_CONTROLLED_VEHICLE)
        ReadMovementInfo(recv_data, &GetPlayer()->m_Vehicle->m_movementInfo);

    CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+1);
    uint64 guid;
    if(!recv_data.readPackGUID(guid))
        return;

    CHECK_PACKET_SIZE(recv_data, recv_data.rpos()+1);
    int8 seatId;
    recv_data >> seatId;

    if(!guid)
        GetPlayer()->ChangeSeat(-1, seatId > 0); // prev/next
    else if(Vehicle *vehicle = ObjectAccessor::GetVehicle(guid))
    {
        if(vehicle->HasEmptySeat(seatId))
            GetPlayer()->EnterVehicle(vehicle, seatId);
    }
}

void WorldSession::HandleRequestVehicleExit(WorldPacket &recv_data)
{
    sLog.outDebug("WORLD: Recvd CMSG_REQUEST_VEHICLE_EXIT");
    recv_data.hexlike();
    GetPlayer()->ExitVehicle();
}

void WorldSession::HandleMountSpecialAnimOpcode(WorldPacket& /*recvdata*/)
{
    //sLog.outDebug("WORLD: Recvd CMSG_MOUNTSPECIAL_ANIM");

    WorldPacket data(SMSG_MOUNTSPECIAL_ANIM, 8);
    data << uint64(GetPlayer()->GetGUID());

    GetPlayer()->SendMessageToSet(&data, false);
}

void WorldSession::HandleMoveKnockBackAck( WorldPacket & /*recv_data*/ )
{
    // CHECK_PACKET_SIZE(recv_data,?);
    sLog.outDebug("CMSG_MOVE_KNOCK_BACK_ACK");
    // Currently not used but maybe use later for recheck final player position
    // (must be at call same as into "recv_data >> x >> y >> z >> orientation;"

    /*
    uint32 flags, time;
    float x, y, z, orientation;
    uint64 guid;
    uint32 sequence;
    uint32 ukn1;
    float xdirection,ydirection,hspeed,vspeed;

    recv_data >> guid;
    recv_data >> sequence;
    recv_data >> flags >> time;
    recv_data >> x >> y >> z >> orientation;
    recv_data >> ukn1; //unknown
    recv_data >> vspeed >> xdirection >> ydirection >> hspeed;

    // skip not personal message;
    if(GetPlayer()->GetGUID()!=guid)
        return;

    // check code
    */
}

void WorldSession::HandleMoveHoverAck( WorldPacket& /*recv_data*/ )
{
    sLog.outDebug("CMSG_MOVE_HOVER_ACK");
}

void WorldSession::HandleMoveWaterWalkAck(WorldPacket& /*recv_data*/)
{
    sLog.outDebug("CMSG_MOVE_WATER_WALK_ACK");
}

void WorldSession::HandleSummonResponseOpcode(WorldPacket& recv_data)
{
    CHECK_PACKET_SIZE(recv_data, 8+1);

    if(!_player->isAlive() || _player->isInCombat() )
        return;

    uint64 summoner_guid;
    bool agree;
    recv_data >> summoner_guid;
    recv_data >> agree;

    _player->SummonIfPossible(agree);
}

